sourcemod/plugins/testsuite/gamerules-props.sp

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#include <sourcemod>
#include <sdktools>
enum Game { Game_TF, Game_SWARM }
new Game:g_Game;
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
{
decl String:gamedir[64];
GetGameFolderName(gamedir, sizeof(gamedir));
if (!strcmp(gamedir, "tf"))
{
g_Game = Game_TF;
return APLRes_Success;
}
if (!strcmp(gamedir, "swarm"))
{
g_Game = Game_SWARM;
return APLRes_Success;
}
strcopy(error, err_max, "These tests are only supported on TF2 and Alien Swarm");
return APLRes_Failure;
}
public OnPluginStart()
{
if (g_Game == Game_TF)
{
RegConsoleCmd("gr_getstate", gr_getstate);
RegConsoleCmd("gr_ttr", gr_ttr);
RegConsoleCmd("gr_tbs", gr_tbs);
RegConsoleCmd("gr_nextspawn", gr_nextspawn);
RegConsoleCmd("gr_settime", gr_settime);
RegConsoleCmd("gr_getgoal", gr_getgoal);
RegConsoleCmd("gr_setgoal", gr_setgoal);
}
else if (g_Game == Game_SWARM)
{
HookEvent("entity_killed", entity_killed);
RegConsoleCmd("gr_getstimmer", gr_getstimmer);
}
}
public Action:gr_getstate(client, argc)
{
ReplyToCommand(client, "Round state is %d", GameRules_GetRoundState());
return Plugin_Handled;
}
stock Float:GameRules_GetTimeUntilRndReset()
{
new Float:flRestartTime = GameRules_GetPropFloat("m_flRestartRoundTime");
if (flRestartTime == -1.0)
return flRestartTime;
return flRestartTime - GetGameTime();
}
public Action:gr_ttr(client, argc)
{
ReplyToCommand(client, "Time til restart is %.2f", GameRules_GetTimeUntilRndReset());
return Plugin_Handled;
}
public Action:gr_tbs(client, argc)
{
ReplyToCommand(client, "Time between spawns for team2 is %.2f", GameRules_GetPropFloat("m_TeamRespawnWaveTimes", 2));
return Plugin_Handled;
}
public Action:gr_nextspawn(client, argc)
{
ReplyToCommand(client, "Next spawn for team2 is %.2f", GameRules_GetPropFloat("m_flNextRespawnWave", 2));
return Plugin_Handled;
}
public Action:gr_settime(client, argc)
{
GameRules_SetPropFloat("m_TeamRespawnWaveTimes", 2.0, 2, true);
return Plugin_Handled;
}
public Action:gr_getgoal(client, argc)
{
decl String:goal[64];
GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
ReplyToCommand(client, "Red goal string is \"%s\"", goal);
return Plugin_Handled;
}
public Action:gr_setgoal(client, argc)
{
GameRules_SetPropString("m_pszTeamGoalStringRed", "urururur", true);
decl String:goal[64];
GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
ReplyToCommand(client, "Red goal string is \"%s\"", goal);
return Plugin_Handled;
}
//.. DIE
public entity_killed(Handle:event, const String:name[], bool:dontBroadcast)
{
new ent = GetEventInt(event, "entindex_killed");
if (!IsValidEdict(ent))
return;
decl String:classname[64];
GetEdictClassname(ent, classname, sizeof(classname));
if (!!strcmp(classname, "asw_marine"))
return;
decl Float:deathvec[3];
GameRules_GetPropVector("m_vMarineDeathPos", deathvec);
PrintToChatAll("Death vec is %.3f %.3f %.3f", deathvec[0], deathvec[1], deathvec[2]);
}
// you can manually induce this with asw_PermaStim (needs sv_cheats)
public Action:gr_getstimmer(client, argc)
{
ReplyToCommand(client, "%N (%.2f/%.2f)",
GameRules_GetPropEnt("m_hStartStimPlayer"),
GameRules_GetPropFloat("m_flStimStartTime"),
GameRules_GetPropFloat("m_flStimEndTime"));
return Plugin_Handled;
}